cvar_t gl_fogend = {0, "gl_fogend","0"};
cvar_t r_ser = {CVAR_SAVE, "r_ser", "1"};
-cvar_t gl_viewmodeldepthhack = {0, "gl_viewmodeldepthhack", "1"};
+//cvar_t gl_viewmodeldepthhack = {0, "gl_viewmodeldepthhack", "1"};
cvar_t r_multitexture = {0, "r_multitexture", "1"};
Cvar_RegisterVariable (&r_waterripple);
Cvar_RegisterVariable (&r_fullbright);
Cvar_RegisterVariable (&r_ser);
- Cvar_RegisterVariable (&gl_viewmodeldepthhack);
+// Cvar_RegisterVariable (&gl_viewmodeldepthhack);
Cvar_RegisterVariable (&r_multitexture);
if (gamemode == GAME_NEHAHRA)
Cvar_SetValue("r_fullbrights", 0);
R_LerpAnimation(currentrenderentity);
// hack the depth range to prevent view model from poking into walls
- if (gl_viewmodeldepthhack.integer)
- {
- R_Mesh_Render();
- glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
- }
+// if (gl_viewmodeldepthhack.integer)
+// {
+// R_Mesh_Render();
+// glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
+// }
currentrenderentity->model->Draw();
- if (gl_viewmodeldepthhack.integer)
- {
- R_Mesh_Render();
- glDepthRange (gldepthmin, gldepthmax);
- }
+// if (gl_viewmodeldepthhack.integer)
+// {
+// R_Mesh_Render();
+// glDepthRange (gldepthmin, gldepthmax);
+// }
}
static void R_SetFrustum (void)